There is a large variation in the amount of corrosion and dirt on the weapons depending on the background of the weapontype.

New sprint animation for many weapons.

New look of several mutants including Flesh and Chimera

Unique AtmosFear sky textures for most weather types

WEATHER MODIFICATION

Unique version of AtmosFear3 with special designed sky textures, weather behavior, suns and god rays
(Fallout is not included). The weather has been scripted to be almost a constant dreadful setting where the sky rarely 'opens up and breathes' with direct and clean sunlight.

INTERFACE MODIFICATION

Added head bobbing based on actor movement for immersion. Sprinting causes much head bobbing.

The compass won't show enemy locations. Neither will it show dead bodies. It will however indicate your friends and VIPs (like traders).

Still you will find a display of your currently equipped type of ammunition as well as how much there is left.

New desaturated PDA map and inventory for wide screen monitor

Slightly transparent brown inventory

Minimal HUD with no grenade warnings

Dynamic Helmet HUD to reflect headgear with new improved visuals even compared to "IWA".

All weapons are presented with their real model names and descriptions are rewritten. All weapon descriptions now include a display of possible attachments. Also it shows if your USS character has expert training in the inspected weapon type.

Cleared Stash Mod, places a small treasure icon map spot where you pick up a stash

New inventory icons and descriptions

The Field of View has been widened to fit better with high resolution gaming and expand your view. The FOV is now 75'.

The Military and Uncle Yar will charge you for repairing your gear in Pripyat, the Military will give you 50% discount and Uncle Yar 15% discount

Loot money from corpses

Less food, medicine, ammo and grenades in loot

CHARACTER SELECTION

There are 3 different playable USS characters to choose from. Each with their own unique attributes like endurance, speed, weapon specializations and starting gear. Choose carefully as this will influence your entire playthrough.

WEAPONS MODIFICATION

More than 40 new upgradeable weapons added to the game. Including pistols, shotguns, SMG's, carbines, rifles, machine guns and sniper rifles. Some are found in traders stock, some are held by NPC's, some are hidden in the stashes of The Zone. Most of the weapons are unique, meaning that there is only 1 of them in the game.

Attachments are available for the new weapons and vanilla has even more attachments now.

New ammo and armament ui icons

Complete overhaul of all weapon conditions and behavior.

Weapon Rate of Fire, ammo counts, weight and all other attributes are based on real life counterparts

Weapon handling is based on the size and weight of the model

More frequent weapon jamming

There is now a silencer variant for each ammo caliber available

New silencer and scope icon visuals

Redesign of scope visuals and zooming

New scripting of recoil (based on ammo caliber)

No shooting from the hip. Recoil of all weapons are now more aggressive so you will need to take proper aim and use the strength of your hands and torso to shoot with low recoil. Crouching improves your aim in the optimal way. If you don't aim properly you will suffer great recoil and weapon sway when shooting in bursts or fully automatic.

Weaopon handling/recoil is influenced by your choice of USS specialization

All upgrades available for most weapons (still requires tool sets)

Thermite grenades added

More realistic weapon damage based on ammo caliber

The screen does not zoom in when you are aiming with iron sights

ITEMS, GEAR & RESSOURCES MODIFICATION

Low Ammunition Ressources

This means that traders have less but more valuable ammo to offer at a raised price.

By helping the military faction in Pripyat you are still offered free ammo

All stashes edited to raise difficulty and to create a miserable and harsh environment

Number of weapon in The Zone have been cut down severely. Few Stalkers even have a backup weapon. Some novices only pistols. Making NPC armament more variated and even includes new weapons. Zombies are less well armed.

Military knife, Binoculars, PDA and Identitycard will show up in your inventory, you can't drop or sell them

Sleeping bag & sleeping pills added to the game

There are two sets of knifes in the game now, one that is your standard issue military knife and works just as the vanilla knife. Then there is the hunting knife that the rest of the stalkers uses, it uses a weapon slot and you can sell them.

Barmen now selling clear water (prolongs your need for sleep)

Item weights tweaked

Barmen and medics have less food, drinks, bandages and medkits to sell making them even more expensive

ARTIFICIAL INTELLIGENCE MODIFICATION

Alundaio's various AI Mod v1.07 included

AI Reworked (stalkers & monsters)

Reworked monster behavior

Relations tweaked. Stalkers/Bandits no longer turn neutral to each other

Re spawns in freeplay (more alternatives of spawns in zaton and jupiter)

You will find that some rookies may only be equipped with a standard pistol and a few rounds in terms of armament.

The more experienced have found their way to a proper firearm but may not even have a secondary backup weapon.

The veterans are well equipped with quality weaponry. But all NPCs carry a minimum of the expensive ammunition required for their objectives and survival.

Zombied Stalkers reworked...removed their bleeding and tweaked the damage they take when they is shot in different areas on the body, they don't heal as quickly as before but is more resilient against bullets.

NPC's might carry stuff like valuable food that they won't sell or trade.

BUG FIXING

Corrected the pda statistic called "killed stalkers" to "people killed"

AI tweaks due to adding metadata to some sounds that inflict behavior (i.e. related to tushkano)

Range of the combat knife has been raised

The FN2000 can now use the silencer as default

Iron sights aligned correctly

Colonel Kovalski bug fixes

Oasis artifact will no longer reduce your hunger but it has better healing ability, it is highly radioactive as it supposed to be

Pistol Degradation (some pistols did stop degrade if you installed all upgrades)

Minor artifact tweaks

Crow spam fix

Dead body remove time (stalkers & mutants)

The three Burers in X8's "secret floor" can now be killed from outside the room they are located in

its realistic, just like this mod. Its making a more realistic version of the zone. Real life maps don't show dead bodies, neither can you see hit indicators, other than the good old bullet hole and blood.

Thanks you pointdexter, the obvious was not what he was asking for. He just stated his opinion and is completely capable of coming to that conclusion on his own.
On your subject, in real life you don't have a minimap where you can see your allies and not dead bodies, so nice logic.

As far as they actually aren't body awarness, and that we CAN'T feel the hit, we don't know we're it come from if there's no hit indicator, so I personaly think that it's more Realistic( add it like a feeling sensor if you want)

It may be possible that your friends pda sends a signal to your own
showing their position on the gps(Minimap).While your enemies will simply block that signal.It's completely rational and possible if you ask me.

Yes, food, drinks and drugs are all rescripted in terms of period of effect. The medkits are very slow and heal very little. Beta testers stated them to be too weak and I made them 'heal' you a few seconds longer in the final version. One of the playable characters do have extra benefit from medkits though... (medic specialization)

'Nuther reason, I genuinely cared for my fellow stalkers. Petruha and Awl, the renegade monolith, my Freedom buddies even. I gave them weapons, equipment, ammo, and everything else they would need. Then again this IS Misery so I expect to deal with tragedy regarding those fellows.

Just make some optional files for some rookie-er STALKERS. Like somebody would be very weak at ammo conservation, maybe he can get an optional .ltx file that makes ammo less scarce. That way everyone wins. And btw, this mod is looking better and better everyday. Keep up the good work! Cheers!

Here it says: "The compass won't show enemy locations. Neither will it show dead bodies.
It will however indicate your friends and VIPs (like traders)." I think this is an excellent feature. However, one thing that is bothering me a lot is the numeral indicator that shows how many NPCs are near your current location (enemies don't necessarily appear as red dots at this point - it requires some sort of line of sight?) So, is there any way to remove this number?

It kinda ruins the atmosphere when there's this super-radar that spots every zombie wandering in the mist. There's a huge difference between "I know there are enemies around me" and "I know there MIGHT be enemies around me". If possible, I'd take a HUD with no compass at all.

@N.Aaroe: I never got to try IWA. No matter however since MISERY is almost done. As for the HUD feature, outstanding. My anticipation for your mod just increased a lot.

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@ Zombie: The fact that they are unique (or otherwise very hard to acquire) encourages people to explore. Furthermore, most of the new weapons are rust-covered and in a very bad condition. Also note that most of these (rusty) weapons originate from Russia - it is logical that these weapons are more common in the Zone, so yes, I agree with you here. Most of these weapons are cheap and they are easy to get in the former eastern block counties. These weapons, if any, should be more common amongst NPC's in the game world - let alone the fact that - in the Zone's harsh conditions - an AK-M is an excellent choise due to it's reliability. On the other hand, weapons like XM8 or other modern western (assault) rifles ought to be much, much harder to aquire. All in all, I think the rarity of weapons has to be respective to their cost and origin.

Giving some of the rarer weapons to Nimble sounds plausible since getting rare weapons is his trade. (Altough this effectively counters the thrill of exploration:)

Many weapons are unique and scattered around in secret stashes but also some in tradeable stocks. Their origin and background are also used to give the weapons their personalities (also in terms of reliability). I.e. the AK-family has high reliability. NPC's do use some of the more common new weapons... Modern and high quality weapons have cleaner, less corroted textures but are also more expensive

Now I'm not sure it -completely- counters the exploratory factor. If Nimble's prices are equal or higher than before, and the game's economy is such that making money is that much harder, then exploring and finding stashes and hidden, unique weapons might simply be easier, economically. If you can make enough money early on to get a fairly awesome gun off of Nimble, then in all honestly you'll probably deserve it.

this is truly the greatest mod ever it has everything but mostly i like the realism that we will have in the gameplay true stalkers will know what i mean ... no more godlike in the game just MISERY ...

Mabye you could re-add the hit indicator. But it wouldn't be an ordinary indicator but just a little blood appears on the side you got hit. Something like when your health is low in modern games but not all around the screen but in certain areas.

I'm liking this mod more and more with every passing day, but I wanted to ask you N.Aaroe that is it possible you could give us the option to hide the bullet counter? I think it would add to the immersion if we can't see how many rounds we have on the magazine at any time so I'm hoping maybe you could make this an option somehow? Other than that keep up the good work!

I found the problem... The problem is when I start a new game, I go to boiler anomaly, and after I save Patruha stalker, they joined to me and followed me where I go. So when I save it and load it again, the game crashed to desktop...